A nice pool with a lot of power cards, many choices and lots of mana fixers. I could even play 5 color deck but I thought I could also go smooth and simple. A pure Rakdos deck is my choice here. A bit of gamble but 2 Deviant Glees and 2 Imps drove me to this deck. I think it is not the best deck that would come out of this pool but sealed decks tend to be a little slower than draft decks so I would try my chance. Also Azorius based flier-control deck is a nice option

With so many guildgates/promenades it's too tempting to go a fairly slow 4-color deck. Would need to draw half the deck to get the 3rd white mana for the angel, so not sure if it's really worth it, but the white cards were really quite bad apart from her and martial law. Detention sphere, lyev and skymarc roc are however too powerful to turn down. Might be better to play 3 islands/3 plains or go up to 19 mana. Would need to see how it played out really.

Ahh, I'm so greedy. I couldn't resist playing all 5 colors. I saw that a lot of the creatures had awesome stats, so I decided to bunch in a lot of removal, followed by Enchantments that would help power up Etheral Armor and the creature it'll be attached to. The deck would be a little slow, but once mid game starts, my creatures will start to overwhelm my opponent with their huge stats, and I could get rid of their early threats and potential blockers with my removal, such as Auger Spree. I don't think a lot of people would run Angel of Serenity here because of its casting cost, but with 3 Plains, an Azorius Guildgate, Selesnya Guildgate, and a Transguild Promenade (that's about 6 potential white mana), I think it's worth playing it to finish the game off. Tell me what you guys think.

From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature.

MaRo: One of the classic R&D stories happened during a Scars of Mirrodin draft. Erik Lauer was sitting to my right (meaning that he passed to me in the first and third packs). At the end of the draft, Erik was upset because I was in his colors (black-green). He said, "Didn't you see the signals? I went into black-green in pack one." I replied, "Didn't you see my signals? I started drafting infect six drafts ago."

Hmm, this was a tough one. I don't really like my mana curve. I think I got greedy with Lyev, Skymark, Detention and Dramatic resuce. Probably should have ditched blue and gone with an Golgari splash white deck, but this looked solid and fun. I would have loved to Have some gobbos and cast epic experiment though! I left out some Promenade's cause they are just slow, although I needed to include at least one. If I had to change something, I'd switch out a Tower Drake for another swamp.

I messed around really, Enchantments, flyers and 4 colours to get there. Realistically I'd thin this to three colours (WUB?), drop the angel except for the SB games against stalling opponents and play the quality game. All three promenades in 40 cards is usually a mistake too, they can be speed bumps - especially with all the good cheap cards on offer.

I splashed black for the extra enchants to pump ethereal armor. I believe this card wins a lot of games in limited, if there's a huge support of enchants, as there were in these packs. 7 enchants total. Let me know if you would've done something different.

Even with the fixing. I didn't find black desirable enough. Most of the pool is small creatures, so I dipped into green and made horn caller's chant my bomb. The splash is light (3 spells) but each spell gives something the deck needs, and the keyrune brings me to 13 creatures. Death touch is really nice when you're removal light. So the deck will not run into manascrew too much and only 2 lands must CitP tapped so I don't sacrifice tempo either.

I ended up going Bant (WUG), with a Black splash for extra power in the late game (Ogre Jailbreaker and Golgari Longlegs). I tried to build it where a given player can alternate between aggro and control. I went a little high on the lands for the sake of color-specific mana requirements as well as throwing out a sizeable Slime Molding finisher.

If you look at a lot of the other decks (including mine) you'll see that the low amount of white cards is offset by the the card quality in azorius cards. And every single white spell is playable.

There was nothing in black that told me "This will make me win" you have 3 auras in the deck, but only 2 creatures with evasion, that are 1/1, and there's only one scavenge card in the deck. And I wouldn't play Visashino racketeer if I'm not playing an 18 land deck. Red doesn't contribut much to the deck either beyond explosive impact.

13 Creatures---------------1 Angel of Serenity -- Very expensive but in late game, when this drops it ussually will end the game1 Centaur's Herald -- I often think this is a better card than it is.2 Concordia Pegasus -- I am often surprised at how good this card is, annoying clock or flying blocker1 Dryad Militant -- Nice 2 drop, it's ongoing ability shouldn't impact me since I don't have ways of getting them back anyway2 Isperia's Skywatch -- Detain is really nasty and so are 3/3 fliers1 Lyev Skyknight -- If you don't have some flying defense, this guy is a real problem1 Oak Street Innkeeper -- Hexproof always is overlooked until you can't target the creature you need to kill1 Phantom General -- Only a few token chances in deck, but anthems are always nice1 Rubbleback Rhino -- He can be nasty if you can land some of the pump enchantments or instants on him1 Skymark Roc -- I always want to play this guy, weenies worst nightmare1 Towering Indrik -- 2/1 flier who can pump defense... a little pricey to include the other one.

9 Other Spells---------------1 Call of the Conclave -- A 3/3 for 2, I like1 Common Bond -- perm pumps are nice, choose wisely1 Detention Sphere -- removal1 Ethereal Armor -- I have several enchantments that might stick, if this lands on the Rhino, look out1 Giant Growth -- Green loves its pumps1 Martial Law -- This card is an absolute game changer in most sealed matches1 Paralyzing Grasp -- More potential removal, well blue's version of it.1 Slime Molding -- You best potential for a true bomb, hope you never have to cast it for less than 6/61 Swift Justice -- Nice pump, allows you to overcome slow start or switch the race.

All in all, not toally happy, I guess the main focus is to get out some fliers and use detail to keep them picking away at their life. If I can get something hexproof out with a nice pump on it, that could also work, but no way to make it trample. Still it isn't the worst I have seen.

I really with I could have abused the triple Goblin Electromancer, but not enough U/R sorc/inst to make it work.